第一个:
Shader "Unlit/MyShader"
{
Properties
{
_MainTex("Texture", 2D) = "white" {}
_DisappearOffset("Disappear Offset",Range(-0.5,0.5)) = 0.5
}
SubShader
{
Tags { "RenderType" = "Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float _DisappearOffset;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
//输出的uv中xy存储uv值,z存储用于Clip的参数值
o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex);
//因为模型空间中y值范围为(-0.5,0.5),所以还需要进行偏移以保证裁剪的正确
o.uv.z = _DisappearOffset - v.vertex.z;//调整这里来改变消失轴向
return o;
}
fixed4 frag(v2f i) : SV_Target
{
clip(i.uv.z);
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv.xy);
return col;
}
ENDCG
}
}
}
第二个:
Shader "Unlit/OneSideAlphaCut"
{
Properties
{
_MainTex("Texture", 2D) = "red" {}
_Cutoff("Alpha Cutoff", Range(-1,1)) = 0.51
}
SubShader
{
Tags { "Queue" = "AlphaTest" "IgnoreProjector" = "True" "RenderType" = "TransparentCutout" }
LOD 100
Pass
{
Tags { "LightMode" = "ForwardBase" }
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#include "UnityCG.cginc"
#include "Lighting.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
float4 oPos : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed _Cutoff;
v2f vert(appdata v)
{
v2f o;
o.oPos = v.vertex; // 保存模型坐标空间的坐标位置
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
clip(_Cutoff - i.oPos.x); // 主要是这个,根据高度裁剪
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}